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  • Specifies the last frame of this [[particle]]'s [[animation]] sequence. Applies only to particles that use [[SHP]]-based [[image]].
    391 bytes (52 words) - 11:46, 13 February 2020
  • ...or not this [[particle]] should expire as soon as its [[image|animation]] sequence [[EndStateAI|ends]]. Applies only to particles that use [[SHP]]-based [[ima
    769 bytes (114 words) - 12:35, 13 February 2020
  • | Infantry with missing image in rules.ini (same as missing sequence in art.ini).
    20 KB (3,373 words) - 17:39, 2 April 2024
  • Sequence=SealSequence
    4 KB (675 words) - 14:30, 30 March 2008
  • ...if'' it has instead a {{f|Next|link}} flag so that the last animation of a sequence of animations invoked by InfDeath 9 ''does'' have a {{f|MakeInfantry|link}}
    7 KB (1,153 words) - 22:10, 9 July 2022
  • Sequence=GISequence
    7 KB (1,150 words) - 15:51, 26 June 2023
  • ...f its health, but it can only crawl from now on. The cyborg uses the prone sequence variants to create this effect.
    1 KB (189 words) - 23:56, 24 March 2013
  • ...sed because InfantryTypes cannot have an Explosion= defined. The animation sequence must be listed in the [Animations] section of RULES.INI and defined in ART. Each elements in this sequence corresponds to the assignment of [Warhead] > InfDeath=<int>
    3 KB (487 words) - 04:55, 13 May 2023
  • {{f|[[NotHuman]]|yes}} makes an [[InfantryType]] always use the sub-sequence specified by {{f|Die1|link}} when it is killed, regardless of the value of * {{f|Sequence|link}}
    987 bytes (150 words) - 18:58, 23 December 2009
  • |In {{Ra}}, twirly death (small arms); afterwards, {{f|Die1|link}} sub-sequence of the killed infantry ...d Alert, explosion death (high explosive); afterwards, {{f|Die2|link}} sub-sequence of the killed infantry
    6 KB (855 words) - 22:15, 9 July 2022
  • | {{Ini|Art}} || Object's Image || {{f|Sequence|link}} || Sequence Name || 0 ||
    4 KB (495 words) - 10:09, 27 November 2009
  • ...ucted to fire after the same number of frames passes, each trigger in that sequence will fire one frame later than the previous. A comparison to real time is m
    755 bytes (121 words) - 10:00, 27 November 2009
  • ProneDamage=100% ; multipler to apply to damage when infantry use prone sequence in art
    9 KB (1,496 words) - 10:29, 27 November 2009
  • | colspan=9 | Starts an ion storm sequence to run for P2 seconds{{fnl|5}}.
    24 KB (2,791 words) - 21:05, 21 October 2023
  • | colspan=9 | Starts an ion storm sequence to run for P2 frames
    19 KB (2,202 words) - 09:43, 17 February 2023
  • ...oy-weapon firing timing than other units to coincide with the unit’s art Sequence.
    2 KB (259 words) - 15:54, 26 June 2023
  • ...ll sequence regardless. It will fire again immediately after the animation sequence is over. ...er words, if the weapon's burst delay is shorter than the firing animation sequence, the animation will end prematurely (unless it's the last burst).<br/>Note
    3 KB (397 words) - 11:56, 9 January 2023
  • The infantry [[Sequence]] used by this [[InfantryType]] should specify the [[SHP]] file frames to u
    447 bytes (54 words) - 18:16, 23 December 2009
  • * [[Sequence]]
    343 bytes (47 words) - 20:31, 4 January 2010
  • * [[Sequence]]
    334 bytes (47 words) - 23:02, 4 January 2010
  • * [[Sequence]]
    369 bytes (55 words) - 23:06, 4 January 2010
  • * [[Sequence]]
    451 bytes (58 words) - 23:09, 4 January 2010
  • * [[Sequence]]
    374 bytes (49 words) - 23:14, 4 January 2010
  • * [[Sequence]]
    314 bytes (42 words) - 23:17, 4 January 2010
  • * [[Sequence]]
    374 bytes (46 words) - 23:19, 4 January 2010
  • ...umber of frames to delay the weapon firing within the FireUp frames of the sequence. * [[Sequence]]
    555 bytes (79 words) - 18:16, 21 April 2015
  • {{f|JumpjetNoWobbles|no|link}} ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave ; Really small numbe JumpjetNoWobbles=yes ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave
    5 KB (701 words) - 21:29, 4 December 2017
  • Sound for time shift out sequence (can be looping).
    436 bytes (64 words) - 08:55, 15 April 2010
  • Sound for time shift in sequence (can be looping).
    436 bytes (64 words) - 08:56, 15 April 2010
  • When dying, infantry with {{f|Doggie|yes}} plays {{tt|Die5}} sequence instead of using {{f|FlamingInfantry}} or the electro animation, and they d
    1 KB (201 words) - 07:26, 30 September 2014
  • ...ts, the ART(MD).INI sequence should also specify which frames of its image sequence are to be used when it is deployed. If this is omitted, the unit will be un
    617 bytes (99 words) - 04:17, 19 January 2016
  • Specifies the first frame of this [[particle]]'s [[animation]] sequence. Applies only to particles that use [[SHP]]-based [[image]].
    355 bytes (50 words) - 12:36, 13 February 2020
  • If specific conditions are met, infantry will get stuck in an endless web sequence: The target must have both {{f|Fearless|yes|link}} and a healing weapon (on
    782 bytes (113 words) - 11:52, 23 March 2020
  • * The unit will use a hardcoded [[SHP]] animation [[sequence]], and does not require an {{ini|art}} entry.
    1 KB (194 words) - 14:18, 4 December 2020
  • ...ut is completely arbitrary and must be explicitly specified by an infantry sequence section in {{art|link}}. As an example, let's take a look at one of the most common sequence types:
    1 KB (212 words) - 23:36, 25 April 2021
  • ...me (0-based index) of this projectile animation's [[Animation Looping|loop sequence]]. Only applicable to [[Rotates|non-rotating]], [[Voxel|non-voxel]] project
    475 bytes (59 words) - 08:42, 30 April 2021
  • ...me (0-based index) of this projectile animation's [[Animation Looping|loop sequence]]. Only applicable to [[Rotates|non-rotating]], [[Voxel|non-voxel]] project
    471 bytes (59 words) - 08:44, 30 April 2021
  • * Uses a hardcoded animation sequence: ...e 11 is played when the Veinhole is killed, at the end of the final attack sequence.
    1 KB (231 words) - 10:56, 1 May 2022
  • ...[[frame|time frame]], 0-based index, in this unit's [[FiringFrames|firing sequence]] to fire the [[weapon]] at. Only applies if the unit has {{f|FiringFrames| ...me1|15}}. If you want the unit to fire its weapon at the end of the firing sequence, you would use {{f|FiringSyncFrame1|0}}.
    1 KB (214 words) - 12:15, 9 January 2023
  • ...ame1|link}}, or if the flag is not defined, at the beginning of the firing sequence. ...If you want the unit to fire its its second burst at the end of the firing sequence, you would use {{f|FiringSyncFrame2|0}}.
    2 KB (247 words) - 12:18, 9 January 2023
  • Specifies the number of frames in this unit's firing animation sequence. Only applies to [[SHP]]-based units.
    451 bytes (53 words) - 23:35, 2 January 2022
  • |style="text-align: center;"|Sequence#{{fnl|2}} |'''Play Idle Anim Sequence'''
    39 KB (6,281 words) - 22:44, 4 February 2024